Re: Swamp, zombie FPS by Aprone

2017-12-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

let alone aprone, the other point of having swamp / any of your games paid, is to offer you a small portion of compensation for all the time you spend on game coding for us. after all guys, he does do a lot of it, and in the end, it's in his spare time. which more often as not, he doesn't have a hell of a lot of. lol.  i like how the paid system works, in that if you don't play for a month, you don't pay for it, it remains on your account. so you can go for months without playing, and still have time stored on there to keep on playing when you wish to. i prefer that to a system where it just uses up the time whether or not you play.

URL: http://forum.audiogames.net/viewtopic.php?pid=340893#p340893





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Re: You're a Cyclepath!

2017-08-10 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: You're a Cyclepath!

Oh don't get us wrong, ghorth, your fps is likely to get as much, if not more, attention as this. ahaha. looking forward to seeing what you make of it.

URL: http://forum.audiogames.net/viewtopic.php?pid=323686#p323686





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Re: You're a Cyclepath!

2017-08-07 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: You're a Cyclepath!

seriously, for those who are asking for 32 bit versions of this game, if you are having trouble in the browser version, you're not likely going to run it any better in a 32 bit app version. you probably don't have enough ram / CPU power to run the game properly, so having a 32 bit version isn't going to help. you need an upgraded machine, as much as a downgraded game. and i'd much rather see an awesome game, than have it downgraded to run better on slower, older hardware. sorry, but that's just how it goes in the computer world. sometimes, your machine just isn't good enough to run more intense programs. this is obviously one of those cases.

URL: http://forum.audiogames.net/viewtopic.php?pid=323326#p323326





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Re: You're a Cyclepath!

2017-08-02 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: You're a Cyclepath!

hi, well said, kai. yeah it's a simple fact that, most games, and in fact most apps soon, will all have to be 64 bit, for various reasons. one of which is ram usage, secondly is security, and so on. many many reasons. and yes, those who are on either older OS's, and or newer OS's on cheaper slower hardware, are going to have to deal with the fact that 32 bit is what you have, and it's what you are going to have to be limited to. on the other hand, seeing as how this game seems pretty intensive on the system, let's be honest here. most 32 bit systems, wouldn't even be able to handle running it well, even if a 32 bit version were released.  most especially if, the 32 bit you are running, is due to slower cheaper hardware, IE cheaper notebooks with atom and the like processors. they simply don't have the power to deal with this sort of game, at least not without some serious problems. and i'm afraid it's not logical to hold back games
  and apps to a slower system. this is why many who can, buy a newer system, IE 64 bit and more power, and then if they so require it for what ever reason, run a 32 bit virtual machine for dealing with what they need to use 32 bit for. IE old programs that just won't run well on newer systems. it's not perfect, some people just can't aford that. of course they can't. but sometimes, if you want the best of both worlds, that's what you have to save up and invest for. never the less, even though i have not tested it myself, it's good to see a web version made for this, and upcoming games, as that's probably one of the best ways to have a multi platform version of the game.  what would be kind of nice, is to have some of these sorts of games, especially once built up some, to start straying onto things like steam. that would be good, to see these games move out to the open world of gaming, in stead of being limited to just our world. and that would
  offer a platform for game devs to put in place a purchasing system, as well as other things such as gifting games, and also an online acheavments system of sorts. IE the card system in steam. meh. what am i on about. that's just dreams. still, with a game as awesome sounding as this, and with the potential i can see in it, this is sure a game i've not seen in quite some time in terms of quality for an audio game. it's awesome to see that audio games has something still in development, as it's seemed a little dead in recent times.Oh, and the other thing that something like steam would be good for, is purchaseable, or, free, downloadable content. wooo! this idea looks even better as i think about it. ahahha

URL: http://forum.audiogames.net/viewtopic.php?pid=322572#p322572





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Re: You're a Cyclepath!

2017-07-30 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: You're a Cyclepath!

hi ghorth, i too can confirm with the windows version, ram usage climbs and climbs. i have 16 gb ram in this thing, and i once got a warning from my monitoring app that i was passing 10% free memory left. lol. got something of a shock. as i've never seen anything use much more than about 10 gb at max.loving this thing! there needs to be more unlockables. more more more more! ahahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=321748#p321748





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: You're a Cyclepath!

i've already done a run and gained about 5000 coins and 25 points. didn't take 2 hours. took about 20 mins i think. ahaha. was awesome trying to dodge the cars close to the end there. funny thing is though, although i passed a massive stacks worth of cars, i only got to level 4. unless it resets to level 1 after you crash and get going again?

URL: http://forum.audiogames.net/viewtopic.php?pid=321609#p321609





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Re: You're a Cyclepath!

2017-07-28 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: You're a Cyclepath!

*whaps self in the head* thanks deng. ahaha. god, i miss the obvious sometimes. blerg. lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=321426#p321426





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Re: You're a Cyclepath!

2017-07-28 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: You're a Cyclepath!

hiya, O! M! g! this game is awesome! ... ok, question. how do i see how much money i have collected? i think i've figured out that the zipping sort of sound, when i aim forthem and hit them, i get a coin dropping sound, so i am guessing that's how you collect money? anyways, how do i find out how much cash i have to use? i still can't buy a new bike for 2000, says i haven't got enough money. ahaha. i'm loving this thing! keep it up!

URL: http://forum.audiogames.net/viewtopic.php?pid=321421#p321421





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Re: Eurofly, first geographical atlas and flight simulator for blinds

2017-07-09 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Eurofly, first geographical atlas and flight simulator for blinds

awesome, looking forward to see what he adds in, it's fun to play around with now, but can only get better!

URL: http://forum.audiogames.net/viewtopic.php?pid=318593#p318593





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Re: Eurofly, first geographical atlas and flight simulator for blinds

2017-07-02 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Eurofly, first geographical atlas and flight simulator for blinds

hiya, just downloaded that file, and put most the files in their places, excepting the first 2 in the zip file, called 01.wma and 02.wma. not sure where they are sposed to go. any clues here? lol

URL: http://forum.audiogames.net/viewtopic.php?pid=317631#p317631





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Re: First available prototype of an accessible gta5 trainer!

2017-01-11 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: First available prototype of an accessible gta5 trainer!

and to make matters worse, that's US dollars. convert to australian, you're looking at a hundred easy. this is the link i was looking at. http://store.steampowered.com/app/271590/

URL: https://forum.audiogames.net/viewtopic.php?pid=293486#p293486





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Re: First available prototype of an accessible gta5 trainer!

2017-01-11 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: First available prototype of an accessible gta5 trainer!

uh. no it's not 30 bucks. try 75. just looked. unless i'm seeing the wrong game.

URL: https://forum.audiogames.net/viewtopic.php?pid=293484#p293484





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Re: First available prototype of an accessible gta5 trainer!

2017-01-11 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: First available prototype of an accessible gta5 trainer!

uh. no it's not 30 bucks. try 75. just looked.

URL: https://forum.audiogames.net/viewtopic.php?pid=293484#p293484





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Re: First available prototype of an accessible gta5 trainer!

2017-01-11 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: First available prototype of an accessible gta5 trainer!

ok, i'm going to throw this out there. in simple terms, what the hell. ok, i have downloaded the package. now what. there aren't any instructions or info. i mean, for example. where do i get said game? IE, steam? or another format? i'd love to play with this, but right now, i'm more stumped than anything. i'm guessing it's a matter of running it along side the game itself, but these days, there's so many ways of getting games, i need to know how i should obtain it. and at the cost i'm seeing, i sure as hell don't want to get the wrong one! 

URL: https://forum.audiogames.net/viewtopic.php?pid=293481#p293481





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Re: Swamp, zombie FPS by Aprone

2017-01-01 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hmm, interesting, had forgotton that had been changed, ... then why is it i've died, and i think i stayed on map i was on or one i was on after a mission death? ... hmm. will have to be thinking about it at the time of my next death and watch to see if i do actually start on map 1 as i'm ment to. ahh well, that idea need not be taken into account then.  lol

URL: http://forum.audiogames.net/viewtopic.php?pid=291860#p291860





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Re: Swamp, zombie FPS by Aprone

2017-01-01 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

i'm guessing here, but i'm going to guess that the answer is, no. aprone updated the game to make the zombies harder, and tougher, for a reason. lol. armor isn't that hard to find if you bother to go out looking for it. as for getting below that 75% point and breaking, well, don't let it get that low? heal yourself. and if you don't appear to have the health to survive in a place, either don't go there, or use skill points to up your hp so as you can take more hits beforre you get too low. personally, i haven't seen much more in the way of armor breaking. think in the whole time since the updates, i've only seen maybe one bit damaged, not even break. the only touch part, is if you do happen to die, it's offen the case that you won't be able to buy a set of armor for yourself. even if low set.  and if nobody is around or able to give you a set of what you need, that makes things hard. but hey, it's swamp. it's designe
 d now to be tough. lol. i do think that the purchasable armor in safe zones needs to be reworked. seems rather random and useless at the moment. other then a couple bits in a couple SZ. it might make it more possible to deal with death and having to rebuild if you could at least start with a full set of lower armor or something. specially if you happen to be trapped on say map 5 or something. you do need something of use to protect you, cause they god damned hurt on that map. ahaha. the other thing i've considered asking aprone, is making it possible so that when you die, either of two things happen. either you get a reset point to use if you need it, or your points are reset automatically. this way, you have the chance to set yourself up to start with, in a way that's of use. for example. if i die, and all my focus of my weapon points is in a weapon i don't have. that makes things almost impossible to deal with. and or any other potential reason you might need to res
 et after death, to give youself a better chance of rebuilding. and, before i get blasted for such an idea, LOL, my point would be this. if i die, and i have lost all my stuff, what good is it in having points in something i don't have and can't use?I thankfully don't die much any more, but that's not to say i won't. and when i do, unless i happen to have a reset point handy, then it makes things rather tough if i don't have somebody to help me kit out again.Or, the other idea i had, is if you die, no matter where you die, maybe it should be set up so that on death, you restart on map 1. this way, you're not going to be trapped on map 5 or 4 or what ever, and you have the chance of starting your collection fresh from map 1 at least.either one of these ideas, or a combo of them, could be useful. but i dout aprone want's to make armor any stronger, as it's already possible to walk through huge swarms without taking much dam
 age. and i don't think drop rates need to be increased. as ultimately, that would cut into drop rates of other things, and then he'd be getting bitched at for their drop rates dropping.don't know if you agree with any of that aprone, but there you go. my 2 cents worth.maybe with inflation, that should be upgraded to $2 worth? LOL

URL: http://forum.audiogames.net/viewtopic.php?pid=291818#p291818





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Re: eurofly a flight audio simulator from slovakia

2016-12-30 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

hey @Kautilya, the heading tag talked about is in your signiture. your signiture is showing up as a heading level 5.

URL: http://forum.audiogames.net/viewtopic.php?pid=291594#p291594





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Re: eurofly a flight audio simulator from slovakia

2016-12-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

@destroyer762 to delete favorites, press f9, arrow to the one you want to get rid of, and hit delete.

URL: http://forum.audiogames.net/viewtopic.php?pid=291112#p291112





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Re: eurofly a flight audio simulator from slovakia

2016-12-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

oh my god. don't take me down that rout. ahaha. i'd love it to be possible for us to have an online game, with real first officers and all that. would be so fun, and could make flying so much more real. you know, like you can do the whole thing of going through a check list of things to do before and after each flight and so on. i mean, i'm not really expecting this thing to get near fsx. let's be straight, that costs huge amounts of money to work on to that level. but hell, just to be able to have things to do and trade of control for various parts to each other would be s fun. and if we were going to go that rout, it could be fun to bring the whole thing online, and have live ATCs. that would take a bit of working, to put in a radar system and so on, but that could be so much better then the currently rather random system. for example, if an aircraft were to come into my area, and tell me they are heading for some place near by, i wouldn't tell
  them to go up from 1600 meters to 8000! rofl

URL: http://forum.audiogames.net/viewtopic.php?pid=291069#p291069





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Re: eurofly a flight audio simulator from slovakia

2016-12-25 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

yeah that would be fun, although we'd have to come up with a new way to start the engines, as most of the page up commands are taken. for that matter, we do need to make it so that aircraft such as the 172, don't appear to have two engines ... lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=290960#p290960





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Re: eurofly a flight audio simulator from slovakia

2016-12-25 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

@LordLundin uh, welcome to the real world. in the aviation industry, ... things are so messed up that some pilots have to carry conversion cards with them when they travel international.  yes, many places do use metrics for nearly everything. on the other hand, America isn't the only one to use feet and other such horrible systems. and unfortunately, there's no end in sight. America has basically turned around and said they aren't shifting to metric. lol. damn them.pretty much the only thing that's standard in the aviation measuring tape box, is nautical miles. that's used world wide. everything else, ... well, you need to know how to convert. I do in fact like that this sim used metric all the way. just a pity it's not like the real world, huh? LOLSometimes, in some cases, there's good parts to not being a totally accurate sim. ahahafor more info, go here.http://aerosav
 vy.com/metric-imperial/So yeah. over all, I'd say let's keep this sim metric. Metric rules!Also, as a side note, if we want to get proper, they also use something called a flight level, such as flight level 8,0, or flight level 2,4,0.Flight levels are used to ensure safe vertical separation between aircraft, despite natural local variations in atmospheric air pressure. Historically, altitude has been measured using a pressure altimeter, which is essentially a calibrated barometer. An altimeter measures ambient air pressure, which decreases with increasing altitude following the barometric formula. It then calculates and displays the corresponding altitude.To display altitude above sea level, a pilot must calibrate the altimeter according to the local air pressure at sea level, to take into account natural variation of pressure over time and in different regions. If this is not done, two aircraft could be flying at the same altitude even t
 hough their altimeters appear to show that they are at considerably different altitudes.Flight levels solve this problem by defining altitudes based on a standard air pressure at sea-level. All aircraft operating on flight levels calibrate to this setting regardless of the actual sea level pressure.

URL: http://forum.audiogames.net/viewtopic.php?pid=290946#p290946





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Re: eurofly a flight audio simulator from slovakia

2016-12-23 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

hi guys. loving this game so far, it's fun.slowly grinding my way through the tasks. lol. want to be able to fly them cat 3 aircraft! ahahahaFew things i've noticed.firstly, i quite a lot, get the thing where you can't land at an airport due to bad weather. uh, light showers, bit of wind, and maybe a bolt of lightning or two, has never stopped aircraft landing. if it did, my airport here in cairns australia would hardly ever run during the wet season. lolyes, i agree there should be some time when there are seveare weather, that would stop you landing or taking off. but it's happening way to much.is there any chance that weather will be linked to realtime weather in the future? i don't know if this has been talked of in this forum before, as it's so large it would take me quite some time to go through it all. but thought i'd chuck that one out there.Next thing. I'd like to have my home airport, Cairns, in queens
 land australia. would be cool to be able to fly in and out of thereNext, can anybody tell me, when i'm around airports, there's a tone repeting all the time. it sounds like some sort of beacon, but it doesn't appear to line up with the airport itself most of the time. just wondering what that it.now, for one of my biggest gripes. ahaha. coming from a person who has been in all kinds of real aircraft, and even been behind the controlls of one, i'd like to see one change if possible. the thing that anoys me the most is the fact that the engine sound, is linked to the air speed. this, is, not, wright. for example. when i take off, in a real plane, or in a good flight sim, you throttle all the way up, engines thrum to life, roaring out with thunder if it's a jet, and you start to move down the runway. IE, the engines are now at full, and it takes your aircraft time to speed up / slow down. same thing with slowing down as you come into and airport. wh
 en you fly for real, the engins thottle back to nearly nothing during decent, but of course, your air speed takes time to melt away. Now, for another what the hell. lol. i saw a new package available on the downloads page today, Background transceivers for EuroflyBackground communications of pilots and towers (461 MB) i downloaded it, and installed, but don't seem to hear anything new in the game. sounds exactly the same. just wondering why, or if i have to toggle it on somehow. keep up the good work on this awesome game!

URL: http://forum.audiogames.net/viewtopic.php?pid=290733#p290733





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Re: eurofly a flight audio simulator from slovakia

2016-12-23 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

hi guys. loving this game so far, it's fun.slowly grinding my way through the tasks. lol. want to be able to fly them cat 3 aircraft! ahahahaFew things i've noticed.firstly, i quite a lot, get the thing where you can't land at an airport due to bad weather. uh, light showers, bit of wind, and maybe a bolt of lightning or two, has never stopped aircraft landing. if it did, my airport here in cairns australia would hardly ever run during the wet season. lolyes, i agree there should be some time when there are seveare weather, that would stop you landing or taking off. but it's happening way to much.is there any chance that weather will be linked to realtime weather in the future? i don't know if this has been talked of in this forum before, as it's so large it would take me quite some time to go through it all. but thought i'd chuck that one out there.Next thing. I'd like to have my home airport, Cairns, in queens
 land australia. would be cool to be able to fly in and out of thereNext, can anybody tell me, when i'm around airports, there's a tone repeting all the time. it sounds like some sort of beacon, but it doesn't appear to line up with the airport itself most of the time. just wondering what that it.now, for one of my biggest gripes. ahaha. coming from a person who has been in all kinds of real aircraft, and even been behind the controlls of one, i'd like to see one change if possible. the thing that anoys me the most is the fact that the engine sound, is linked to the air speed. this, is, not, wright. for example. when i take off, in a real plane, or in a good flight sim, you throttle all the way up, engines thrum to life, roaring out with thunder if it's a jet, and you start to move down the runway. IE, the engines are now at full, and it takes your aircraft time to speed up / slow down. same thing with slowing down as you come into and airport. wh
 en you fly for real, the engins thottle back to nearly nothing during decent, but of course, your air speed takes time to melt away. Now, for another what the hell. lol. i saw a new package available on the downloads page today,

URL: http://forum.audiogames.net/viewtopic.php?pid=290733#p290733





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Re: Swamp, zombie FPS by Aprone

2016-12-14 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

i think what we need, is more reason to go for titles. i haven't really bothered, specially as going back to level 1 is so damned painful due to speed and other things, if you reset and do that. of course, now there is the looting way, but have yet to gain another title out of that. still, perhaps more content with the new versions if / when you work on it aprone, could look at providing some more reasons to title. as things stand, once you gain private, there really isn't much point in gaining any more, other then the fact that it's there to gain.and yeah, i like the idea of storage, perhaps a limited storage similar to forts. maybe it could have 10 slots, for you to use for what ever you want. so for example, you could build up a supply of armor that you use, which would take i think from memory, 5 slots. then one or two slots for weapons you use, and a few slots for ammo. or what ever you wanted to store i guess. it would also mean that you have a way of ga
 ining more then one of each weapon or what ever. so i could deliberately go searching for MGs, and store them up, and go out finding more. would also be handy as a way to store stuff you have plenty of, as possible trading items. such as fuel or what ever.Of course, all these ideas require coding, and as aprone has already said. he's not focused on coding for swamp at the moment. Can't wait to see what your big project is going to be, aprone. i love your games! ehehe

URL: http://forum.audiogames.net/viewtopic.php?pid=289662#p289662





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Re: Swamp, zombie FPS by Aprone

2016-12-14 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

[[wow]] aprone. amazing. people actually think that they should have to aprove your changes  mewahahahaha. personally, the only reason i didn't like dropping in levels in any way, is cause i can't have my shotgun spiced up. ahaha. not the way i like to. not enough points. but outside that, i don't much care really. sure, it's fun to have higher levels as a progress bar of sorts, to show where you've come from and where you have gotten to. but as you've said, the math behind the changes mean that although the number itself has changed, over all, your position hasn't shifted. it's just all my lovely points! no! ahahaha. oh well. personally, it was about time things got a bit more dangerous again. it's god damned anoying, when you die so easy if you're freshly dead and can't protect yourself, but oh well.  probably the only thing i'd say that needs to be done to make things work a little better, is make the 
 items for purchase at each safe zone be more of use. for example. let's say i've just died, and i'm on map 5. without armor, i've very, very easy to beat up. even stepping out of the safe zone i've died. sometimes, i've died nearly 5 times trying to get out of that map to go find armor. now, what could be a good idea, from an armor point of view, perhaps every safe zone could sell a package of low armor, and a full set of it at that. so that at the very least, you have some sort of protection. if you happen to be able to do a reset to put points in the low armor, or you use that set up anyway, so much the better. but even if not, even if you don't have points in it, it's something to get you started at least. i'd say make it so that when you die you start with a full set for free, but let's be straight. most of us have so much rep we don't know how to swim out of the barrel it's stored in. it's too deep! ahaha. not sur
 e how you feel about that, as of course, i think we've talked of something like that before. but with tougher zombies, it could actually be more important than ever. it would be kind of nice if, at maps 4 and 5 perhaps, even medium and high armor could be purchased, at a rather tidy number of rep points.  but that's just me. i'd be willing to pay in rep for things. as i have all the rep, and nothing really to use it on. lol. i know that it's possible to get some armor from people sometimes when you die, and that's fantastic when you can. but sometimes you can't. just seems that rep, for the most part, really has little use, other then buying huge amounts of ammo after death, so that you have enough rounds in your pack to be a 1 man army capable of taking on the entire USA. ahahah. on another note, i'm sure loads of people have asked this via skype and emails and screaming loudly towards aprone's home,  but are you going to do an event for christmas again? something like the gift things that you give to other players to open for random items? would be awesome if you do. i want to get my apronics back! and perhaps running shoes or shorts, and mmm. so much other stuff. ahaha.Or have you got some other kind of event in mind? love coming on to swamp during events. it's such fun, and it's one of the times that things get sort of interesting on there.

URL: http://forum.audiogames.net/viewtopic.php?pid=289585#p289585





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

btw aprone, yes, that single change, IE getting a point of morale for each pickup of supplies, has fixed that problem nicely. still seeing it drop down sometimes, but while i am still collecting, they're staying nice and happy now! ahaha.oh, and as of this edit, ... [[wow]]!It took some doing but all cargo was moved over and the new ship is starting to look like home.You have lost 100 gold. You have lost -80 lumber. The ship of the line is the biggest ship around. It has a thick hull, several cannons, and large sails. The morale of your crew has risen. mewahahahaa. come en ggeh me now, little cannon towers!

URL: http://forum.audiogames.net/viewtopic.php?pid=277563#p277563





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

btw aprone, yes, that single change, IE getting a point of morale for each pickup of supplies, has fixed that problem nicely. still seeing it drop down sometimes, but while i am still collecting, they're staying nice and happy now! ahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=277563#p277563





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

i think it's good you have it so that after 3 visits from other players, they have the chance to purchase it out from under you, ... if they have the supplies to do so of course. lol. and the thing is, baring in mind, that as you have more and more people playing on here, it's going to mean that it won't take long for 3 visits to happen, and suddenly, your shops are disappearing, forcing you to purchase them back. so i really don't think it's going to be much of a problem, keeping them after death / being chucked overboard, because you still have the chance that others could purchase them out before you can get to them.although, as an interesting point, you may have to increase it later on down the track, to 5 visits or something, before they can be purchased out from under you, when you do have more on the server. lol. cause it could well get to the point that you have enough people running around to basically take a shop before you can even make it
  one time around the land! ahaha

URL: http://forum.audiogames.net/viewtopic.php?pid=277558#p277558





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

well, considering how built up i got, you'd think it was too easy. far from it. it took hours and hours and bloody hours! of clicking roll dice. ahahaif anything, the one thing that anoys me, is when i die and have to start over, the fact that all my effort is gone in an instant is very touch. i'd say to make it so that the shops and such things you've invested in, remain yours so you can get back on your feet. after all, if you have a few people in the game running around the lands, they're going to make it possible to take them off you again anyways. it's very hard to get off the ground at the moment, and means a huge amount of time spent simply clicking roll dice and nothing more, for hours on end. lol. and most of the time, excepting that last one round, i was basically dieing within 10 to 20 mins anyways. so getting no where fast. if anything, it's the crew morale that's giving me some of the most trouble. it's for ever running do
 wn and getting me thrown out.perhaps you should gain morale for collecting over a set amount at your shops or something. something extra to help you keep that morale up. kind of like a boost to the crew for gathering up some more good stuff for their work. perhaps if you sell enough of one item you'd gain a bit too. sort of like a pay off to the crew for a good job.

URL: http://forum.audiogames.net/viewtopic.php?pid=277554#p277554





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

oh, and just for reference, a little before i made said trip, here's what i had.Your ship's health is 75 of 75Your crew's morale is 33 of 40, which is good.You have 725 gold coins.Inventory:650 lumber18 stone5182 food (1 consumed per move, 21 consumed on ocean)111 cloth222 coal20 iron23 toolsYour ship has 20 crewmen aboard.Madalyn (+1/+2 cannons)Heidi (+1/+2 cannons)Fabian (20% +1 morale)Braden (+1/+1 fighting)Marshall (+0/+2 fighting)Chelsea (20% +1 morale)Casey (+5 max morale)Edward (+1/+2 cannons)Annika (+5 max morale)Alexander (+1/+1 fighting)Francisco (+0/+2 fighting)Philip (+1/+1 fighting)Reece (+0/+2 fighting)Denise (+1/+2 cannons)Porter (+1/+1 fighting)Blake (+1/+2 cannons)Greyson (+1 navigate)Taylor (+1/+1 fighting)Raul (+1/+2 cannons)Brooke (+1 navigate)

URL: http://forum.audiogames.net/viewtopic.php?pid=277547#p277547





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

ok, i think i found a small bug? i crossed from one land to another, and had to deal with a squid on the way. 11 of my 21 or so crew died, and suddenly, from a level of 38 out of 40 i was down to minus 7 crew morale! so of coures, i then lost the game, even though i had a huge crew left, and loads and loads of stuff that i'd built up!

URL: http://forum.audiogames.net/viewtopic.php?pid=277546#p277546





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

I do have a question though aprone, or anybody else who has figured it out. when you own shops loyalty, the supplies they gather for your next visit. is the amount they gather based on time passing, how many dice rolls you've performed before getting back to them, how many other people land on them, or something else? just curious to know if slowing my dice rolling down at all, IE time based or people passing based or something else, would increase the amount gathered at each stop over.

URL: http://forum.audiogames.net/viewtopic.php?pid=277500#p277500





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Re: Seven Shores, another little phone/browser game by Aprone

2016-09-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Seven Shores, another little phone/browser game by Aprone

i don't know, i seem to just get started, then either i hit those damned thieves that kill me and my crew, or something destroys my ship before i can gain anything much to help fix it, ... ahaha. it's s damn anoying! but i'm nothing if not persistent! i'm gunna play this game till i get somewhere! 

URL: http://forum.audiogames.net/viewtopic.php?pid=277498#p277498





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Re: Blazing, a new iPhone/Android/tablet/browser game by Aprone

2016-08-29 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Blazing, a new iPhone/Android/tablet/browser game by Aprone

that's not a bug, john. that's because if you have arrows, you get first shot, and if your arrow damage is high enough, you kill the creatures without being touched. all quite normal.

URL: http://forum.audiogames.net/viewtopic.php?pid=276752#p276752





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Re: Redspot, blood and paril. First public beta released!

2016-05-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

hamada, yes, i'm serious. 4 to 600 is fine, actually. not super fast, but it's more then fine for playing these games. btw, that's the same ping rate i get in all games. so it's not anything slow or out of the ordinary.don't forget, i'm in australia. so my connection has a ways to go to get to sam's end. so a ping rate of 400 to 600 or so, is quite normal. also, as i've said, i'm on a 7 or 8 meg ADSL connection, so it's not the fastest thing around. lol.and btw. that comment about the CPU not being of any concern because this is an audio game? is utter rubbish. all games, all programs, require CPU power to run. in differing amounts. just because it has no graphics, does not mean the CPU lag is out of the question. but like i said. that was just a possibility, not a definitive statement of what it is.it just seems rather odd that some people, seemingly a good 90 %, are having lag problems, yet a few of us, myself 
 included, aren't having any unusual lag at all. even when there was something like 35 of us on, i had no lag at all.

URL: http://forum.audiogames.net/viewtopic.php?pid=261822#p261822





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Re: Redspot, blood and paril. First public beta released!

2016-05-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

hi, i'd not like to see the map size decrease, as that would make it too confined and easy to hunt down everybody. also, you need room to run away! ahaha. on top of that, sometimes it's a good thing to have lots of distance around you, so that you can spend some time gathering supplies, before going hunting players. that's unless you run into one while you're searching! ahaha.  as for the lag thing, like i've stated, i don't get this happening. my ping is almost continually stable at 4 to 600. even during jumping. so not sure what's going on for others. but it's not a server wide problem. sounds like it might either be a connection problem as i've said before, or even worse, something related to how much processing power it's requiring to perform actions like jumping. i don't know what kinds of systems everybody has, so i can't say if that's a potential problem or not. i'm on a core i7 quad core with a max 
 of 3.4 gigs. so perhaps my system can just blast through any load it gets. but like i said, don't know if that's contributing to peoples problems or not. hard to tell.

URL: http://forum.audiogames.net/viewtopic.php?pid=261758#p261758





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Re: Redspot, blood and paril. First public beta released!

2016-05-24 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

ok, i'd just like to chip in on the lag thing. and for sam's sake, it's on his side. sorry guys, but i've spent hours on the game, and very, very few times, have i lagged much more then 600 ms. usually it's somewhere between 200 and 400. so i'm sorry, but this whole things of huge lag, isn't the game i don't think. sure, there's always going to be way to improve on the games lag. but i actually think it's the connections coming in, that are lagging. now mine seems to have a good path to sam's server, and maintains it well. other on the other hand, may not have such a good connection. and by the way. before somebody starts spouting off about how good their connection is, 100 mbps and so on, that' means nothing. nothing you hear me? lol. ultimatly, you could have internet into the gigs, it wouldn't help you if the path from you to the server, is a broken and bad one. broken or slow connections from point to point, can 
 mess up a connection to a server, no matter how good your net is. and for those complaining about such things, i'm only on a 7 mb connection, ADSL. yet i can most of the time, avoid rockets and such. not always, and not always totally, but usually enough to survive. so internet speed has little to do with this. i am just one of the ones that appears to have a good run into sam's server is all.ok, as for jets. there are several things broken, not just volume. you can't, for example, review your messages. you can seem to, but it  doesn't update the buffers from before you were in the jet. they stay stuck and static till you're out of the jet againit seems that being in the jet stops most commands working in fact.loving the new sound directionals sam. awesome stuff. it's really more like a war zone now, hearing shots in the distance and all. so much more fun to play.ok, as for the horns. don't really see why they are in
  there at all, as they don't appear to do anything outside make the noises. but perhaps, as they are a horn, and you're blowing it where you are, should they not also be directional and distance based? again, much like the gunfire and such, you should not be hearing somebody blasting them off continually, if you're nowhere near them.sam, perhaps you could list what sort of ranges each weapon type has. it's hard to tell just how far away you have to be to shoot somebody, when you don't even know the range of the weapons. lol.and yes, i have to say, again, like sam has said, and others, keep in mind this is, a, beta. guys, if something is in beta, please don't complain when things go wrong. such as yesterday, when sam was working on the update to sounds, and we were getting all those errors. yet people were coming on, and going, please stop this, it makes the game totally unplayable, ETC. well, yes, it might. but this is a beta. things will,
  not might, will, go wrong. things will break. things will be buggy. you will die because of lag. you will die, simply cause you didn't hit the space key 5 milliseconds before you did so. you will die because you were simply to slow. stop complaining about dieing guys, it's the whole point of this game! rofl. you die. so what. get yourself up, reattach your arms and legs, oh, and your head too, if you want, and get out there and shooting some more! the whole point of this game is to shoot, and be shot at. you don't like this sort of game, perhaps you should not be playing it?your reactions have to be fast. your senses alert. fingers loaded up with Caffeine. ahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=261611#p261611





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Re: Redspot, blood and paril. First public beta released!

2016-05-23 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

as for the comment about overload, well, i'll have to admit, that actually makes it more realistic. it's just the fact that you're hearing explosions that are way over on the other side of the map. lol. if i'm in the middle of a battle zone, it's going to be overload. that's war guys. 99% bored, and 1% pure, screaming fear. ahahaha

URL: http://forum.audiogames.net/viewtopic.php?pid=261378#p261378





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Re: Redspot, blood and paril. First public beta released!

2016-05-22 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

yeah it's not so much the fact that we have the explosive sounds and things, it's just the fact of how loud they are when at huge distances from you. they need to be a bit more directional and volume to distance based. it would also let you home in on a battle field if you can hear in what direction all the explosions are coming from.

URL: http://forum.audiogames.net/viewtopic.php?pid=261356#p261356





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Re: Redspot, blood and paril. First public beta released!

2016-05-22 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

yeah the global sounds are a bit much. it's nice to hear explosions and all, but not when they aren't even anywhere near you! lol. they should really be directional, with volume changes depending on distance. otherwise, it's a fun game

URL: http://forum.audiogames.net/viewtopic.php?pid=261262#p261262





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Re: Swamp, zombie FPS by Aprone

2016-03-21 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

take note. never give up on aprone doing stuff to this game. lol. it never seems to leave him for too long. but yeah, think he's focusing a lot on sorting out castaways 2. and what a game it is too! ehehe.

URL: http://forum.audiogames.net/viewtopic.php?pid=254540#p254540





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Re: Swamp, zombie FPS by Aprone

2016-02-12 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hiya Jennifer, too right. like all the previous posts have said, Aprone has done the right thing. when it comes down to it, swamp can wait. you're way more important then a game. yes, we all love Aprone's games, and would hate to see them go down at any time. but you are far more important then a simple time waster. after all. that's what a game is. a time waster. lol. Hope you get yourself back on top of your health. if needs be, make aprone code something to do it for you! ahaha. i sware, that man can do nearly anything when he puts his mind to it when it comes to coding. lol.good luck to both of you.

URL: http://forum.audiogames.net/viewtopic.php?pid=250156#p250156





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Re: Turf Wars: A GPS-Driven Mafia Game

2015-11-25 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Turf Wars: A GPS-Driven Mafia Game

yeah, i just wish they'd update the multiple purchasing system, so that you can flick up and down through the numbers you want to buy, without having to do this double tap, holds, flick, repete. ugh. and that is not a very easy thing to do. and sometimes the numbers don't move, or go backwards even!

URL: http://forum.audiogames.net/viewtopic.php?pid=239914#p239914





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Re: Turf Wars: A GPS-Driven Mafia Game

2015-11-15 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Turf Wars: A GPS-Driven Mafia Game

Hiya guys. my new invite code is kebaspack. if you did happen to see the previous version of this post, where the code was keba'spack, try adding me again. i had to change it from that one due to the "'" not being supported on some code listing websites. ugh. lol. also, if you added me when my code was boot6756 or what ever it was, add me again. i have restarted my char, due to spending points where i shouldn't and waisting them.

URL: http://forum.audiogames.net/viewtopic.php?pid=238708#p238708





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Re: Turf Wars: A GPS-Driven Mafia Game

2015-11-15 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Turf Wars: A GPS-Driven Mafia Game

hiya guys. my new invite code is KEBA'SPACK. hoping the ' {apostrafy} isn't going to cause problems. may have to buy some more points to change it again at some point. added the code to one site, and it removed the '.

URL: http://forum.audiogames.net/viewtopic.php?pid=238708#p238708





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Re: Turf Wars: A GPS-Driven Mafia Game

2015-11-13 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Turf Wars: A GPS-Driven Mafia Game

btw, invite codes do in fact work as referrals as well. if somebody joins using my code, i get an extra 5 respect points. so that's cool!

URL: http://forum.audiogames.net/viewtopic.php?pid=238550#p238550





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Re: Turf Wars: A GPS-Driven Mafia Game

2015-11-08 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Turf Wars: A GPS-Driven Mafia Game

hi Mirage. just added you to my mob. for those on here that want to add me, my current code is, BOOT6756.i've yet to built up enough points to make a custom one.Loving the game so far! i have 4 turfs, 80 influence, and level 10 i think from memory. that's all gained in the last 10 hours! i only signed up and started this morning my time.

URL: http://forum.audiogames.net/viewtopic.php?pid=237712#p237712





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Re: U-Mart. A business strategy game, by Aprone

2015-10-20 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

ahaha nice one keyIsFull.

URL: http://forum.audiogames.net/viewtopic.php?pid=235523#p235523





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Re: Swamp, zombie FPS by Aprone

2015-10-18 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

you can, though it's not as easy to aim by keyboard. a mouse offers better aiming abilities. but to do it with the keyboard, you'd have to asign keys to turning and such.

URL: http://forum.audiogames.net/viewtopic.php?pid=235218#p235218





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Re: U-Mart. A business strategy game, by Aprone

2015-10-18 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

haha, right? ... ohe well, i'll just have to catch them and run them over with my sports cars, ... when the selling prices of them come up a bit. ahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=235217#p235217





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Re: U-Mart. A business strategy game, by Aprone

2015-10-17 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

about to try out the new version. hey, aprone, had a thought. at a lot of points in this game, i can't let time just fly by, as it gos to fast. if we aren't going to have a slower mode or something put in, perhaps another way to deal with it, is a key that will let the next tick go by, and stops. so it's sort of like a, next day button. i guess you could put this on an FKey if you wanted, or another button, if you have one in mind. but it would make it easier to pass to the next day with a single key press, without having to pause it again. i tend to find i'm hitting space a lot. lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=235190#p235190





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Re: U-Mart. A business strategy game, by Aprone

2015-10-17 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

btw. here's my latest month file. lol.Monthly financial statement for April, 2015.  A file named April 2015 statement.txt has been created to let you view this information more easily.You are currently worth $5,372,942.37, once loan debt is factored in.Kai Mart owner Jeremy is currently worth $519,225.58, once loan debt is factored in.Neptco owner Jennifer is currently worth minus $108,774.16, once loan debt is factored in.Monkey Barn owner Lillian is currently worth $499,452.73, once loan debt is factored in.White Divils owner Emily is currently worth $90,381.67, once loan debt is factored in.You began April with $8,437,309.34 and ended with $5,372,942.37, for a net loss of $3,064,366.97.You spent $49,980.00 on employee wages.You spent $15,350.00 on monthly bills, such as utilities and extra store services.You spent $736.00 on 50 Mens Shaver, beginners.You sold 50 Mens Shaver, beginners for a profit of $3
 09.00.You spent $4,416.00 on 100 Wemo Switch.You sold 74 Wemo Switch for a profit of $950.16.  1 was stolen by shoplifters, for a loss of $44.16.You spent $2,576.00 on 50 Men's Shaver, {advanced.You sold 49 Men's Shaver, {advanced for a profit of $2,130.52.  1 was stolen by shoplifters, for a loss of $51.52.You spent $1,648,640.00 on 100 Back Yard Shed, {Premium Version}.You sold 100 Back Yard Shed, {Premium Version} for a profit of $488,860.00.You spent $8,942,250.50 on 200 Work Van.You sold 112 Work Van for a profit of $402,551.82.  5 were stolen by shoplifters, for a loss of $227,420.21.You sold a total of 385 items, for a profit of $894,801.50.Shoplifters stole 7 total items, costing your store $227,515.89.

URL: http://forum.audiogames.net/viewtopic.php?pid=235206#p235206





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Re: Swamp, zombie FPS by Aprone

2015-10-17 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hi. firstly, yes different zombies act different. as for shooting, practice, practice, praactice. ahaha

URL: http://forum.audiogames.net/viewtopic.php?pid=235204#p235204





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Re: U-Mart. A business strategy game, by Aprone

2015-10-17 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

well, shift space could work, but as we have a load of keys on the keyboard, and this game, as of yet, has used few of them, you might as well make it a totally different key. maybe, n or something?

URL: http://forum.audiogames.net/viewtopic.php?pid=235205#p235205





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Re: U-Mart. A business strategy game, by Aprone

2015-10-15 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

hi aprone, yeah, list length is more then likely my problem. will put together a bigger one and try again. lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=234873#p234873





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Re: U-Mart. A business strategy game, by Aprone

2015-10-15 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

ok. i can confirm that list length was the fault behind that little problem. now i'm come up with another. the game appears to randomly be freezing up and locking, and i have to close it and restart it. no obvious patern to me as of yet, but it just seems to be random. it does tend to happen most, when buying new stock.

URL: http://forum.audiogames.net/viewtopic.php?pid=234880#p234880





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Re: U-Mart. A business strategy game, by Aprone

2015-10-14 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

uh, problem. i disable the default, ... start a new game ... guess what? all normal items are back again. exit the game back to the menu, and check the custom option? ... nope, default is enabled again. rofl. damn thing refuses to take hold.

URL: http://forum.audiogames.net/viewtopic.php?pid=234855#p234855





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Re: U-Mart. A business strategy game, by Aprone

2015-10-10 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

totally awesome, aprone. pulling the new version down right now. i'm gunna have some fun with this methinks! ahaha

URL: http://forum.audiogames.net/viewtopic.php?pid=234479#p234479





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Re: a blind legend is out

2015-10-09 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: a blind legend is out

connor142, to stop him  you punch his lights out. hahaha. just as he's about to hit you, punch him in stead. that's how you get past him.also, just finished the game. short, but damned hard at parts. i hate that damned roof level. ug. hahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=234355#p234355





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Re: a blind legend is out

2015-10-07 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: a blind legend is out

hi guys! i'm adicted! run out of lives for the moment, letting them recharge a bit. already played the thing for something like 3 hours straight. rofl. love it! ... here's some ideas.it would be awesome if this game could be coded in a similar way to iSamurai, critical strike. where in you move your phone in various ways, to attack / defend. though that would not include a shield. possibley we could have a few different ways of working the app, so that it's not going to be hard to play on an iPad, which is what i've played it on so far. or, the other way, is, as said already, use the gyros to guide, while holding the device flat, screen up. then to shield, move the device into a screen towards you stance, where in the back is outwards. IE, the shield's outside away from you.could be awesome. i love games like audio defence that use gyros to aim / guide. it brings a  totally new feeling to the game. ok, we can't link a way in to walk /
  run and have that work in the game as well as the gyro, ... but oh well. roflas for those saying blocking is hard as it is, i don't think it is. it's just that not many blind users tend to use a pinch jesture. i found the fastest way to perform it, is to slide my two fingers from about the middle of the screens length, in a sort of v shape, till they meet. works every single time.i to might buy some *wives?* to show my apreciation for the game. though i don't think my GF would be to happy. rofl

URL: http://forum.audiogames.net/viewtopic.php?pid=234110#p234110





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Re: a blind legend is out

2015-10-07 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: a blind legend is out

ok, now i'm a little annoyed. i purchased a 5 life pack, my card has been charged. but, i, do not, see the 5 extra lives. what's going on there?

URL: http://forum.audiogames.net/viewtopic.php?pid=234115#p234115





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Re: U-Mart. A business strategy game, by Aprone

2015-09-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

so far, from a very brief test, yes, it's solved it. thanks aprone!

URL: http://forum.audiogames.net/viewtopic.php?pid=233086#p233086




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Re: U-Mart. A business strategy game, by Aprone

2015-09-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

hope so, as the new version errors out for some reason after a bit. tested with a saved game from old version, and it did it after one tick. made a new game, and lasted a few weeks, then yet again, error. ugg. lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=233068#p233068




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Re: U-Mart. A business strategy game, by Aprone

2015-09-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

hi. I'm loving this game so far aprone! so far, I have all 10 isles set up, and maxed out to 100 capacity. I currently have no lone's, and a bank balance of just under 1.6 million bucks. ahaha. doing ok so far. we need more products to sell though, for more interesting varieties. or, perhaps, what if this were to become an online game, where in you could have shops, and or factories to make products! ... so for example. if there are to be computers, there should be a factory to make them, and then ship out, and so on. this game, if taken past what it is currently, could be so awesome! I love this sort of game.I'd like the ability to expand past 10 isles, and past 100 per isle. and on top of that, I'd agree. I'd like the ability to restock before the isle is empty. though I guess I can see why that's not done at the moment, as the prices you pay for the stocking are shown on the information for the slot. but it could be much more useful
  to be able to restock continually. or perhaps, you could even set up a new system aprone, where in you can either manually stock a slot, or, you could have an automatic system in place, where in you set it to restock that slot, if the price per item drops below a set limit. so the slot might empty itself, but as soon as the purchase price to restock that slot, wether or not it's got items already or not, it would go ahead and restock. this sort of arrangement would only really be useful once you have a bit of money behind you to back up the continual purchases. but it could make things more interesting. also, here's another idea. I'd like to be able to slow down the day cycle. ticking over as it does, very large amounts of time go by pretty quickly. it could be good to set it like it is if you have things set up for automatic restocking, but generally, it could be quite fun to slow it down, and relax a bit. so perhaps, like lunimals, you could have different settings
 . I'd say the current tick rate be the max, then have settings that would make 1 day take, for example, 1 min, 2.5 mins, and 5 mins or something. or possibly, even longer. maybe 2 mins, 5  or 10 mins, and say, 30 mins. that way, you could basically have the game running quite a lot of the time, and you could be working on stocking things up or managing your staff and things during the day.of course, if it were to become online, you could either leave things based on a tick system, or you could even make it real time. either way could be fun.just some ideas. either way, I'm loving playing this. good one aprone

URL: http://forum.audiogames.net/viewtopic.php?pid=232953#p232953




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-08-21 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

yeah its still downloading the old version here too.

URL: http://forum.audiogames.net/viewtopic.php?pid=228687#p228687




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Re: The Road To Rage I: Fires Of War -- First Person Shooter

2015-08-10 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: The Road To Rage I: Fires Of War -- First Person Shooter

hi Ghorthalon. good to hear youre working on another, ... next month? that was a few months back now. rofl. hope everything is ok with you over there.now, as to why im posting, other then looking forward to a new version to blow up ... uh. i mean, play wwith.ive been atempting to use the map maker. a file a friend of mine found, where the map maker is demoed, says to press escape to save?  this appears to just exit the editor, and not save the file anywhere. is this not correct? if so, whats the correct thing to do to complete the map for use.and btw. new version, i wants a grenade launcher! ... failing that, a LAW rocket will do, ... rofl

URL: http://forum.audiogames.net/viewtopic.php?pid=227376#p227376




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Re: Survive the Wild!

2015-07-13 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Survive the Wild!

re the post about more energy being used while walking sideways or backwards. what sort of sense does this make? it doesnt take much more energy in real life, it just increases your chances of stumbling, running into things, and somewhat slower then walking forwards due to our bodies configuration. but it doesnt actually take much more energy. and those who learn to, can actually walk as fast, and as easilly, backwards, as forwards. hell. i already have enough trouble with the speed at which i get thirsty / hungry in the game. lol. and energy use is so anoying. as it is, i get down to 50 % energy, and i end up stumbling all the damn time. this also doesnt make much sense.. lol.unless im drunk of coursejust my views. if you decide to go this way, theres little i can do. but as it is, i end up spending most of my time either trying to make things to survive, and running out of time due to thirst and such things, or i finally get my
 self sorted out and start making some headway, only for one of the gits that seem to egsist in the gaming world, come along and just kill me because they can. im sorry, but that sort of activity, unless rp reasoned, or talked about before hand by the player, is just  wrongand that is one reason a lot of people who have tried the game, end up giving up, and going away. because they can never get anywhere with the game, and everything just ends in frustration. why bother coming back after dieing, when barely 5 mins after doing so, somebody comes along, and kills you again. running out of food / water or what ever i can understand. these 2 or 3 people that just kill you because they can, is just anoyingif we rp something, or agree to have a fight for fun, fine. no problems. and for that matter, if i loosed an arrow and killed somebody by mistake, again, id say sorry, and try to help them gain back some of what they had lost. but generally, i dont see t
 he point in killing anybody, just cause its possible. i know it was done this way so that its realistic in the sense that you can kill. but if there is a couple of players that do nothing but kill everybody, maybe they should be being dealt with.

URL: http://forum.audiogames.net/viewtopic.php?pid=223860#p223860




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Re: Swamp, zombie FPS by Aprone

2015-07-04 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

and what do we get if we do actually reach that huge number? ahahaha. zombies, look out! were commen for ya!

URL: http://forum.audiogames.net/viewtopic.php?pid=222584#p222584




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Re: Survive the Wild!

2015-05-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Survive the Wild!

i just downloaded this to give it a god, and have found two things so fat. the keys to report coords, and the key to report the direction youre facing, dont work. ive not even managed to make it to a stream or anything, cause i cant even figure out where im going

URL: http://forum.audiogames.net/viewtopic.php?pid=217803#p217803




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Re: Survive the Wild!

2015-05-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Survive the Wild!

i just downloaded this to give it a go, and have found two things so far. the keys to report coords, and the key to report the direction youre facing, dont work. ive not even managed to make it to a stream or anything, cause i cant even figure out where im going

URL: http://forum.audiogames.net/viewtopic.php?pid=217803#p217803




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-18 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

yeyh! more things to do. been kinda bored. ahaha. asteroid hauling, here we come! hehehe

URL: http://forum.audiogames.net/viewtopic.php?pid=209087#p209087




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-16 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

nice one danny. im amused that a throw away comment i made about zipping around planets on flying or driving vehicles jump started your mind to that one. but i guess thats how it usually is. hehhee. looking forward to trying it out!

URL: http://forum.audiogames.net/viewtopic.php?pid=208728#p208728




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-12 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

btw guys. there has been a ship and player clearance on the game. so when you come on, youll be starting again. please make sure to read the message of the day when you next log in.

URL: http://forum.audiogames.net/viewtopic.php?pid=208264#p208264




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-10 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

yeah. except it seems to have gone down again today? was online earlier today, and then it just froze up and died, and ive not been able to connect again.

URL: http://forum.audiogames.net/viewtopic.php?pid=208091#p208091




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Re: Swamp, zombie FPS by Aprone

2015-03-05 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hmm, interesting, from what aprone was telling me, the shields block shouldnt slow you down. bug maybe?

URL: http://forum.audiogames.net/viewtopic.php?pid=207476#p207476




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

uh, my name on there? its, keba. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=207245#p207245




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

guitarman, perhaps my hearing is just too good? cause i can sure hear it. and i went through all the files to find out what it was, and found it in the first bridge sound. there are two pings. one lower, then off to the right a bit, is a higher one.

URL: http://forum.audiogames.net/viewtopic.php?pid=207216#p207216




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-03 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

after a quick test in gold wave and a low / high pass filter, the one over to the right is at something between a frequency of 9000 and 11000. ive toned it down now, so its not driving into my brain, but in case anybody else has the porblem, ive filtered my bridge.ogg file down to 9000 for now. the sound is sort of there still, but just not as high.

URL: http://forum.audiogames.net/viewtopic.php?pid=207219#p207219




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Re: Swamp, zombie FPS by Aprone

2015-03-02 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

yes, agreed. as much as its nice to be able to solo something, just because you can, and gain all the exp / rep for yourself, its taking away from the whole point of missions really. ahaha.but im also a little afraid, that missioning has become the one and only way to gain exp, outside killing zombie on the normal maps. i have some ideas in my head, but i want to flesh them out and figure out as much of the variables as i can, before i talk to aprone about it. if the ideas in my head work out, it could make things a little, ... interesting. mewahahhahahahaha. *insert evil smirk here*

URL: http://forum.audiogames.net/viewtopic.php?pid=207164#p207164




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-02 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

hi danny. its been a while sinse i gave this game a go, but downloaded the latest today, and have begun playing once more. one thing of note, is the bridge1 sound, thats played in the bridge area for the turbo grav miner. the sounds in it, are way, to high pitched. their actually giving me a bit of a headache. the consoles is bad enough, but the really high pitch pingings in the bridge file, are just way over the top. ive turn the sound of the game right down to 1 % on my volume controls, yet i can still hear it! lol. i know we want ambiance, but this sort is a bit much.just beginning to mine once more, as it seems you had a whipe of chars and things sinse i last played. so just beginning the process of building up my cash supply once more. so far so good.

URL: http://forum.audiogames.net/viewtopic.php?pid=207197#p207197




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Re: Swamp, zombie FPS by Aprone

2015-03-02 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

yeah sneak. i know what you mean. it sure sounds like an interesting way to play. it would mean that anybody who dares join one, had better be damn sure they can find their quota.

URL: http://forum.audiogames.net/viewtopic.php?pid=207054#p207054




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Re: Swamp, zombie FPS by Aprone

2015-03-02 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hi sneak. hmm, that mission idea sounds kinda interesting. that would make it not possible for just one or two people to do all the crate finding. course, i could never join that sort of mission in anything less then about 150 levels. ahahaha. i was horrible at finding crates and living to tell the tail, under that. ahaha

URL: http://forum.audiogames.net/viewtopic.php?pid=207039#p207039




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Re: Swamp, zombie FPS by Aprone

2015-03-02 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hi aprone. no probs. will do. ive held off logging in to that char, to avoid doing anything to it till youre around to check it out / restock. not sure if i have an up to date inventory dump file or not. will have to check. dont think i do. but meh. also, yes, i talked to aprone about that thing of limiting forts, and he said exactly the same as he did in the above post, and after joining a clan war to take a fort, and talking to the guys, i changed my view on it. i fully agree with aprone. the system is fantastic the way it is. forces you to actually work. a game is boring unless you have something to do. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=207038#p207038




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Re: Swamp, zombie FPS by Aprone

2015-03-01 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hiya mehgcap. yeah, there are some good points in your post. and as i keep saying to a lot of people. a lot of the problems with a new update, are in your mind. yes, there are actually some real bugs. but a hell of a lot of the so called problems, are simply in your head. if you can get past that, then youd be just fine. we all do it i think. now for example, a real bug i found, is this. i went into a ctf mission with some people yesterday. when it was launched, it took about 30 seconds to load up. which is not normal. then, i got out into our base, and after a little wandering around, i suddenly had a stack of chats catch up on me, as if the game had lagged out, and somebody obviously got to me, cause next thing i knew, i was dead. only problem was, for some strange reason, when i joined the mission and it was launched, it transported my normal chars stuff with me! ... so i had a stack of stuff in a ctf that i shouldnt. that is, ... i did have. till i died
 ! so now ive lost everything. that, is a bug. i should not have had my whole inventory on me. lol. messaged aprone about it, but hes yet to message me back about it. i am reluctant to play now, until he contacts me. i dont want to make it hard for him to track down what happened to my char if he can. i want my stuff back, aprone! ahahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=206972#p206972




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Re: Swamp, zombie FPS by Aprone

2015-03-01 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

yeah. keeping a fort yours is hard. and i love that it forces you to have a good team of looters and fighters, and missioners, and so on. you really do have to have some of the best in your clan to hold forts. thats just for one fort! let alone multiple. lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=207000#p207000




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Re: Swamp, zombie FPS by Aprone

2015-02-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hi aprone. responding to message 556 here. you probably saw my log, in which i talked about the fact that the game hasnt become that much harder, its just a matter of learning to adapt to the new ways of either killing the zombies in your way, or find a way around them. to which i was instantly sighed at, and told that yes, in fact, it has become almost impossible. lol. yet, tell me this. if thats the case. why is it, since i turned back normal, and the game updated a day or so later, i have only died about 3 times? where as previously, i was for ever dieing. answer? cause its not become harder, or should i say, its only become a tiny bit harder, and ive learned to start avoiding, IE zig zagging around zombies when i can, to avoid being hit in the first place! so i agree with you aprone. the game has not, in fact, become a hundred times harder or what ever. its just people unwilling to learn to zig zag around threats, and just want to walk
  right through them. how ever, i also agree that we have become to used to having everything. mind you, i dont want to see my speed go. and no. speed doesnt help you escape much. lol. just lets you run even faster away from one group of munchers, right into the arms of another group usually. rofl. but then, the point here, is also that you have balanced the system in such a way, where in if you want high armor, yes, its going to slow you down. it might protect you more, but youll move slower, as anybody would in heavy, movement restricting armor in real life. light, low protection armor, restricts you less, and there for you can move faster. i like this. it makes sense. and it forces the player to make a choice. really fast speed, or slowed down some by wearing heavy armor for higher protection.then again, we have the problem of reputation points. we have way too much. or, should i say it another way. we dont have enough to spend it on. perh
 aps, as i have talked to you already about, there could be special items, that would cost a lot. and i dont mean a couple thousand here. i mean, hundreds of thousands, if not millions. there are players out there, including myself, that are multimillionaires in terms of reputation points. some items could include high armor that does not slow you down, that should cost a large amount. such as, for example, 200 rep for a full set. perhaps some kind of clothing that gives you sneaking abilities. again, that might cost you a million or so. things like that. we have this reputation system in place, but up to now, we only really need it for amunition. though, even for that, i dont use it much. 7.62 rounds for mini gun, and arrows and grenades, but other then that, i find most everything else in terms of bullets.I do have some other thoughts of ways to change the game, and make things a bit more interesting. however, they will take some more thought on my part, befor
 e i can present you with a possible idea / ideas. because some of my thoughts are only half thought through at the moment, and i already can see some problems with them. but i will continue to ponder them, and see if i can come up with some ideas. you know, i really need to talk to you at some point. my fingers might just fall off if i try to type out my thoughts. ahahaha.or maybe i should record a voice file and describe things that way and send it to you. meh. depends on what you prefer and what time you have. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=206660#p206660




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Re: An early christmas present

2014-12-29 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

um, yeah. its worse. laggy laggy laggy! lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=199005#p199005




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Re: An early christmas present

2014-12-28 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

that particular thing has to do with the coding for the chat / entry dialogs. hopefully danny will be able to fix that in time. NVDA litterelly isnt seeing them as a nomrla text entry field. thats all.

URL: http://forum.audiogames.net/viewtopic.php?pid=198770#p198770




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Re: Swamp, zombie FPS by Aprone

2014-12-28 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

yeah i agree aprone, having everybody the same would get boring in a lot of ways. i guess its a matter of see how thing pan out. give it a few more weeks, and see how it all goes. ultimately, thats the only way we will know. if we change things to quickly, it doesnt give people the chance to learn to adapt to the current way things work. and as we all know, we can adapt to things if given a chance. i guess its a matter of wait and see. i have yet to play one of these missions, but will at some point, im sure.

URL: http://forum.audiogames.net/viewtopic.php?pid=198818#p198818




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Re: An early christmas present

2014-12-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

chrisfaelnar, we dont need it said twice. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=198691#p198691




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Re: An early christmas present

2014-12-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

let me please point one thing out. that functionality, is not, i repete, not, a bug. not at all. NVDA is ment to be like that. you can turn some of that off for when youre typing by changing the speech interupt functions in the keyboard settings dialog, by toggling the following two functions off.Speech interrupt for typed charactersSpeech interrupt for Enter keychanging those two options will make it so while typing, it wont interupt. but it wont change the arrows and other such command key presses. you will just have to deal with it. but dont call this a bug, because its not one.

URL: http://forum.audiogames.net/viewtopic.php?pid=198741#p198741




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Re: An early christmas present

2014-12-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

let me please point one thing out. that functionality, is not, i repete, not, a bug. not at all. NVDA is ment to be like that. you can turn some of that off for when youre typing by changing the speech interupt functions in the keyboard settings dialog, by toggling the following two functions off.Speech interrupt for typed charactersSpeech interrupt for Enter keychanging those two options will make it so while typing, it wont interupt. but it wont change the arrows and other such command key presses. you will just have to deal with it. but dont call this a bug, because its not one. never the less, danny is correct, this has nothing to do with the game or its playability. its not up to him what reader you use and how it functions.

URL: http://forum.audiogames.net/viewtopic.php?pid=198741#p198741




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Re: An early christmas present

2014-12-27 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

heres hoping. if we can sort out the performance and other issues, this game is already awesome! and it gets better almost every 12 hours! ahhhaha

URL: http://forum.audiogames.net/viewtopic.php?pid=198746#p198746




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Re: An early christmas present

2014-12-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

danny, whats happening re the asteroids? somebody on the game is saying that all asteroids have been whiped?

URL: http://forum.audiogames.net/viewtopic.php?pid=198574#p198574




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Re: An early christmas present

2014-12-26 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

server is down btw. just in case anybody asks.

URL: http://forum.audiogames.net/viewtopic.php?pid=198606#p198606




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Re: An early christmas present

2014-12-25 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

what problem is that?

URL: http://forum.audiogames.net/viewtopic.php?pid=198562#p198562




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Re: An early christmas present

2014-12-24 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

hi, one thing id like to see in the game, is either automatic, or a keypress, to copy coords to the clipboard. so when you scan something, or check your status, you can copy those coords to your clipboard. this would be handy, as we cant actually review the messages to copy them with the screen reader, and when you have coords over 3 plus numbers per secion, it makes it hard to remember them off the top of you head to give them to people and so on

URL: http://forum.audiogames.net/viewtopic.php?pid=198373#p198373




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Re: An early christmas present

2014-12-24 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

ouch. the server went down? or connections not working, anyways. it all slowed down, and i had to quit the app, now i cant get back in

URL: http://forum.audiogames.net/viewtopic.php?pid=198378#p198378




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Re: An early christmas present

2014-12-24 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

thanks to people asking questions 500 times that have already been answered, shooting things they shouldnt again, and other things going on, the game has been shut down for a while. sam has, to put it lightly, had enough. thanks to all the twits out there that have to mess everything up for everybody else.

URL: http://forum.audiogames.net/viewtopic.php?pid=198411#p198411




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Re: An early christmas present

2014-12-24 Thread AudioGames . net ForumNew releases room : keba via Audiogames-reflector


  


Re: An early christmas present

good on ya. and, it is? i cant seem to connect,

URL: http://forum.audiogames.net/viewtopic.php?pid=198415#p198415




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